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(+1)

Cool concept, felt original and interesting! Here are my points:

- Font is much more readable than in previous versions;

- Progression felt relatively random, didn't really have any idea how far I went, nor how I could improve my chances at surviving;

- Outside of combat the game sorta plays itself, you go through as may doors as you can hoping to get the most out of everything beneficial. I haven't encountered any real choice in where to go or what to do with something I found. Was mostly get gold, give it to the priest, pick up flask, rinse, repeat;

- The only decision seems to be do I keep going up, or do I take time to explore, but even then seems like going up without preparation would be a bad choice, as difficulty seems to ramp up fairly fast;

- Enemies showed a bunch of stats that weren't any help in trying to understand how I could use them efficiently to defeat this type of enemy, the name of the enemy sometimes helped though;

- Without any clue about what the enemy might do next, defend seems like a waste of a choice, leaving me mostly switching between attacks and magic until I found what was the most efficient;

- Didn't see much difference in damage when using a free attack versus one costing mana, didn't really see much difference from weakening enemies either;

- I tend to find random encounters to be pretty dull in general, since you can't prepare for the upcoming fight and they always feel like an interruption. Experience might be more strategic if you could be hinted with enemies position or movement;

- This would also open a risk versus reward decision to let players initiate combat sometimes;

- Experience feels repetitive relatively quick, outside of the new enemy, you cycle through the same things over and over;

- You might want to leave the stats and inventory visible at all times, doesn't feel all that useful to do an extra click to get the required information to disarm a trap for example;

- Bug, you can walk down out of the screen when facing the first stair;

- Bug, clicking on the stats or inventory in front of a door seems to open that door?;

- Bug, might have misread, but I think you have a typo in "disgard".

(+1)

Thanks for playing and and for your in-depth feedback - I've been able to deal with a bunch of bugs and a few balancing issues thanks to your efforts which should make the next update play a bit better. You also make some good point on things I might want to address if expanding the game further which I will keep in mind. It's true that the turn-based RNG dungeon crawl formula can sometimes have issues in being repetitive, but then the challenge is to improve on these things  - I'm adding visual cues for enemy positioning and room types in the next update which will help with the risk /reward choices, but might go further and have enemies move around. Best of luck with your gamedev also!